Search Unity

Colorful FX | Post-Processing Effects and Photoshop-like Color Correction Tools

Discussion in 'Assets and Asset Store' started by Chman, Jul 12, 2012.

  1. User340

    User340

    Joined:
    Feb 28, 2007
    Posts:
    3,001
    Hello, I'm interested in purchasing your Colorful package. However, I have not seen any link to a demo or web player anywhere as I would like to ensure that this package suits my needs. Any chance you could upload one?

    thx!
     
  2. User340

    User340

    Joined:
    Feb 28, 2007
    Posts:
    3,001
    Ended up just buying it and am satisfied. Good work!
     
  3. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Sorry for the late answer, I'm glad it fit your needs !
    You're not the first person to ask for a demo so I'll try to make one :)
     
  4. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Colorful is currently in the Asset Store Daily Deal !

    50% off !
     
  5. Nub3h

    Nub3h

    Joined:
    Aug 23, 2012
    Posts:
    56
    Hi there,
    I just bought the plugin and when I try to apply a Colorful component to my camera I get the component applied but with a message "Multi-object editing not supported" under the script name applied to the camera. Is that normal? I'm working on Unity Pro iOS.

    And as mentioned earlier the problem with NGUI is that the GUI is a 3D object in the scene and so it gets affected as well. Is there a way to avoid that?

    thanks

    Robin
     
  6. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Hi !

    Thanks ! This is because you have more than one item selected in your project hierarchy. Make sure the camera is the only one selected.

    Yes, the only way to have image effects not affecting NGUI (Colorful of others) is to setup a second camera (using Depth,Clear Flags and Culling Mask). One for the scene where you put your image effects, one for the UI. If you've never done such a setup before, I know there are a few topics discussing the subject on this forum and NGUI's and you'll find some on Youtube as well.

    Cheers !

    Edit: here's a quick tutorial on Youtube. It's for a FPS weapon system, but the idea is the same.
     
    Last edited: Oct 1, 2013
  7. maesla

    maesla

    Joined:
    Jan 17, 2013
    Posts:
    12
    Hello.

    Great shaders!

    Is there any change to apply the shaders only to the NGUI camera? I want the effect only in the GUI but it is the only camera that do not take the effect. Thank you very much
     
  8. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Thanks, I'm glad you like it !

    Including / Excluding a NGUI camera from image effects is easy, but applying image effects ONLY to a NGUI camera... Not so much, from what I know. Due to the way the camera "depth" works in Unity, image effects rendered at the highest depth are rendered over the full camera buffer. So unless I missed a new Unity feature or something, it can't be done without hardcoding some custom render to texture calls in a custom script with the shaders you want to apply...

    You could try asking on the NGUI forum, maybe someone there has a better solution (I don't own NGUI, but maybe there's some tool or script included that would help in this case).
     
    Last edited: Oct 1, 2013
  9. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    8 hours left to get Colorful 50% off !
    Grab it while you can !​
     
  10. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    A quick update is available.

    Changelog (1.4.1) :
    • Fixed a weird bug with RGB Split only working in Directx 11 mode in some setups.
     
    Last edited: Sep 17, 2014
  11. maesla

    maesla

    Joined:
    Jan 17, 2013
    Posts:
    12
    Hello!. Did you find a solution?

    Thank you
     
  12. MoonifyPascal

    MoonifyPascal

    Joined:
    Aug 16, 2013
    Posts:
    12
    Hi,

    just asking, how can i programmatically activate or disactivate one effect applied to the camera?
    In my game, i'm using your effect only at some specific moments...

    regards
     
  13. MoonifyPascal

    MoonifyPascal

    Joined:
    Aug 16, 2013
    Posts:
    12
    Got it, i had to move "Colorful/Components" folder to "Standard Assets/" folder.
    Now, i'm able to :

    private var radialBlurScript : CC_RadialBlur;
    private var doubleVisionScript : CC_DoubleVision;
    private var fastVignetteScript : CC_FastVignette;
    private var GrayscaleScript : CC_Grayscale;

    GrayscaleScript.enabled = true;


    One cool thing would have been to an easy way to tween "amount" value so effect can appear smoothly..

    good job any way, effects are pretty cool

    regards
     
  14. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Hi,

    Sorry for the delay, once again the forum failed at sending me a notification...

    You can easily tween the amount value (and any value you want actually) programmatically using iTween or GoKit for example. Or you can also use the Animation tool built in Unity ;)
     
    Last edited: Nov 19, 2013
  15. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Version 1.5 is available and comes with a documentation and examples !

    Changelog (1.5) :
    • New effect, Gradient Ramp.
    • New effect, Lookup Filter (advanced color grading).
    • New effect, Negative (with proper transition).
    • New effect, Wiggle (underwater distortion).
    • Full documentation.
    • Unity 4.3 compatibility fix.
    • General code cleaning, a few minor fixes and various optimizations.
     
    Last edited: Sep 17, 2014
  16. EmeralLotus

    EmeralLotus

    Joined:
    Aug 10, 2012
    Posts:
    1,462
    Very nice package..

    I'm working mainly with Mobile. Can you specify which effects are Mobile friendly ?

    Cheers.
     
  17. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Hello,

    As I don't work with mobile, I can't say for sure which effect works best on mobile and which does not. But according to the feedback I got from some users, they work fine on recent and semi-recent mobiles (iPhone 4S+). Some effects are more demanding, like Analog TV, HSV and Radial Blur but the rest of them should be fairly cheap.

    I'd love to be able to answer you in a more precise way, unfortunately I don't have access to the needed mobile hardware to test it by myself. That said, if you ever get this asset please share your findings so I can work on making it better !
     
  18. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Version 1.6 is in the store !

    Changelog (1.6) :
    • New effect, Convolution Matrix 3x3.
    • New effect, Blend, featuring 21 blending modes (with support for MovieTexture, see the doc).
    • New option to desaturate the Fast Vignette.
    • Refactoring, improvements and optimizations of the following effects :
      • Analog TV
      • Fast Vignette
      • Frost
      • Grayscale
      • Radial Blur
     
    Last edited: Sep 17, 2014
  19. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Colorful is today's daily deal !

    50% off !
     
  20. Sylker

    Sylker

    Joined:
    Sep 22, 2012
    Posts:
    22
    Looks a great asset and 50% off is an amazing deal.

    Is there any plans for Color Halftone effect?
     
  21. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    I almost started to make one a few months ago, but then I thought it wouldn't have any use in game... Apparently I was wrong :)
    I'll add it to the todo list and see what I can do.
     
  22. OrekaIngenierie

    OrekaIngenierie

    Joined:
    Jul 6, 2012
    Posts:
    67
    hello Thomas

    I'm not a user of your tool, but i search a tool for simply create a special image effect, a "Thermic Camera effect like". I think i is possible with your tool can you just tell me if i'm write.

    Thank you and it seem to be a really great plugin
     
  23. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Hello,

    Unfortunately no, Colorful doesn't come with a thermal camera effect at the moment.

    Edit: it can be faked though, using the GradientRamp effect. See the example in the doc !

     
    Last edited: Jan 23, 2014
  24. Sylker

    Sylker

    Joined:
    Sep 22, 2012
    Posts:
    22
    I will buy it then =)

    Hope you can make a good progress with that effect.

    Thanks for the quick reply, so I can buy it by half a price =P
     
  25. Play_Edu

    Play_Edu

    Joined:
    Jun 10, 2012
    Posts:
    722
    Curve adjustment would be the great.
     
  26. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    You can do curve adjustments with the lookup effect (and much more actually, see the documentation about that). If you meant a proper curve effect inside the Unity editor, then I didn't feel the need to make one as Unity Pro already comes with one (named Color Correction Curves). Unless it's missing something obvious I can't see ?
     
  27. I am da bawss

    I am da bawss

    Joined:
    Jun 2, 2011
    Posts:
    2,574
    Oh crap! I missed the 50% off :( I thought it was for 48 hours...
     
  28. Play_Edu

    Play_Edu

    Joined:
    Jun 10, 2012
    Posts:
    722
    Hi,
    Thanks for help.
     
  29. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Version 1.6.1 is available !
    It brings small fixes and user requested features.

    Changelog (1.6.1) :
    • Added an optional pixel perfect mode to the Pixelate and LED effects.
    • Added a ratio settings (can be set to automatic) to the Pixelate and LED effects to change the cell shape.
    • Added an optional noise pass on the Threshold effect.
    • Added HeatRamp.png in the resources folder (can be used to emulate a thermal vision with the Gradient Ramp effect).
    • Documentation fixes.
     
    Last edited: Sep 17, 2014
  30. Adv_Interactions

    Adv_Interactions

    Joined:
    Jan 17, 2013
    Posts:
    5
    Hey Chman,

    I am having trouble getting the effects to work. I am have Unity 4 Pro and have the Colorful folder in my Assets folder. I am dragging the script from the Components folder and nothing is happening. Should I be able to see the effect when I hit play?

    Any help would be much appreciated. Thanks!
     
  31. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Hello,

    The effect should be visible in the Game view in realtime (play with the sliders), no need to hit play.

    I got your email about the error message :

    You said you use Unity Pro so I don't really know what's happening in this case, unless you're running Unity on a really (and I mean really) old or low-end computer, which seems unlikely.

    Could you post some of your specs (GPU and Unity version) please ?

    Do other image effects work correctly with the same setup ? Could you import the built-in image effects in your project (Assets -> Import Package -> Image Effects (Pro Only)) and try a few, see if you get the same error ?
     
  32. Adv_Interactions

    Adv_Interactions

    Joined:
    Jan 17, 2013
    Posts:
    5
    Hi Chman,

    I have a late 2011 Mac Book Pro with 8gb of memory. It has an AMD Radeon HD 6750M graphics processor with 512MB of GDDR5 memory on 2.2GHz configuration and an Intel HD Graphics 3000 with 384MB of DDR3 SDRAM shared with main memory

    I am running the latest Unity release: 4.3.4

    I have not been able to get any of the effect to work yet. Should they work in the game preview?
     
  33. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Sounds good.

    Not even the Unity ones (Blur, Tone Mapping etc) ?

    Yes, they definitely should...
     
  34. Adv_Interactions

    Adv_Interactions

    Joined:
    Jan 17, 2013
    Posts:
    5
    I figured it out. I have Unity Pro, but not Unity iOS Pro...

    If you don't have the Pro version of Unity for the platform you are targeting, Unity won't apply them. When I switched my build target back to Mac/PC they all worked.

    So... I need to fork over another $1200 if I want to upgrade to Pro so I can use these for my iOS App.
     
  35. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Version 1.7 is available.

    Changelog (1.7) :
    • New effect, Halftone (CMYK and Black White).
    • New effect, Cross Stitch.
    • Fixed a serialization bug affecting all effects' custom inspectors.

    Enjoy !
     
    Last edited: Sep 17, 2014
  36. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    I'm pleased to announce that Colorful works great with Amplify Color ! Check out this demo video :



    Jump to 3:27 and onward to see how Colorful integrates with Amplify Color's volume blending feature !
     
  37. Amplify_Ricardo

    Amplify_Ricardo

    Joined:
    Jul 19, 2013
    Posts:
    2,389
    Colorful is great! We really enjoy the features provided and we will most definitely recommend it to our users.

    From all the FX plugins we have tested, Colorful is by far, the most flexible and intuitive.

    Keep it up!
     
  38. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087
    Hello,

    Does this work with Linear Mode + Deffered Lighting + DX11 ?
     
  39. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Yes it does !
     
  40. nuverian

    nuverian

    Joined:
    Oct 3, 2011
    Posts:
    2,087
    Thanks :)
     
  41. Capn_Andy

    Capn_Andy

    Joined:
    Nov 20, 2013
    Posts:
    80
    Hey! Love the tool. I'm trying to programatically things to my cameras but not having much luck. For example:

    gameObject.AddComponent<CC_AnalogTV>();

    Doesn't seem to do the trick. I create my camera programatically so editing it into the prefab isn't an option for me (though that does work if I do it). Any suggestions as to what I'm doing wrong?
     
  42. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Hello,

    You're not doing anything wrong, you've just found a weird bug... Actually the same thing happens when trying to add a standard image effect (from the Image Effect (Pro Only) package bundled with Unity) to a camera : the reference to the shader is lost, so the component is disabled automatically. This shouldn't happen, I'll look into it asap !

    (Capn_Andy from Radial Games ?)
     
  43. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Hmm so here's what's happening : the shader for each image effect is set as a default reference in the editor, but when you call AddComponent, this reference isn't set because it's editor-only. Same problem with default image effects. So to add an image effect from script, you'd have to set the shader reference, like this :

    Code (csharp):
    1. var comp = gameObject.AddComponent<CC_AnalogTV>();
    2. comp.shader = Shader.Find("Hidden/CC_AnalogTV");
    3. comp.enabled = true;
    This will work in the editor, but not in a final build because Unity strips unused assets from the build... The CC_AnalogTV shader won't be included since Unity doesn't know it's being referenced because it's called from a string.

    So you have to force Unity to add the shader to the build. The easiest and cleanest way to do it is to simply move all shader files from /Colorful/Shaders into the /Colorful/Resources folder (files in */Resources are always included in the build phase even if they're not used in the game). And the above code will work.

    Should I move all shaders into the Resources folder in the next update ?

    It would work better in cases like yours but I'm not sure I'm comfortable with forcing all shaders into the build even if they're not used. Shader files are very tiny, but still... Or maybe I'll add a note in the Readme and in the HTML doc. I'm open to suggestions !
     
    Last edited: Jun 2, 2014
  44. Capn_Andy

    Capn_Andy

    Joined:
    Nov 20, 2013
    Posts:
    80
    Ahh yes, you're correct! I think the best-bet for me now is to actually include your effect(s?!) on each camera in the game and use my script to enable/disable the ones I need. Seems a bit ham-fisted but I'm not sure what else can be done without a pipeline change on Unity's end. :)

    I am doing things a bit weird here!

    Thanks for the quick response though. ;)

    Yeah that's me! *Salute*
     
  45. manutoo

    manutoo

    Joined:
    Jul 13, 2010
    Posts:
    522
  46. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    I'm using some of these in a project of mine (linear + hdr) and haven't noticed anything wrong so far. These effects aren't doing any gamma transformation whatsoever, they treat the pixels as is and send raw results back so it should be fine.
     
  47. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Colorful is 50% off for the next 14 hours !

    Enjoy :)
     
  48. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Version 1.7.1 is available.

    Changelog (1.7.1) :
    • Added Auto Timer & Auto Phase options to Wiggle and Analog TV.
    • Added icons to the components to make them easier to spot.
    • A few documentation fixes & additions.
    • The LUT texture used with Lookup Filter now bypasses sRGB sampling so it works correctly with the Linear color space.
    Enjoy !
     
    Last edited: Sep 17, 2014
  49. Chman

    Chman

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    721
    Colorful is now available on Itch.io as well ! Same price, same version, just another convenient way to buy it if for some reason the Asset Store doesn't work for you.
     
  50. silentslack

    silentslack

    Joined:
    Apr 5, 2013
    Posts:
    393
    Hi are you aware if this works correctly with the Oculus rift, specifically the updated 0.4 SDK that uses a render textures to formulate its output.

    Thanks!